The good time of the day, the venerable audience of the Stopgame portal! With you, as always, the grumbling Büyükbaba and I, as you guessed, became a "citizen of Turkey". The first thing that a decent “Turkish citizen” should do is download all games from the PlayStation subscription, but I limited myself to only one. Illegitimate child Control, remnant: from the ashes and sundered; Bullet Hell Roguelike in AAA Cacing; Exclusive using all DualSence chips; Notes of science fiction, arthouse and hardcore! How could such a meticulous connoisseur of unusuals as I pass by? Of course not! The very niche studio Housemarque decided to brew this cocktail, which released a terry indie with the same mechanics as their first “big game”. And if at first I just wanted to write a review, in my free time from work, then I realized that, using the example of this product, it was simply necessary to analyze some trends and plunge into all the details with the head. Therefore, I warn – there will be a lot of text, subjective thoughts and SPGC search further.

Somehow science fiction and psychological horror became friends ..

The game meets us the everyday life of the intelligence officer of the Selena, who ingloriously endures the crash on the planet Atropos. Here she was not by chance, a suspicious signal came from the ill -fated celestial body, which mentioned a certain “white shadow”. And although the brisk young lady was warned of the danger of such an expedition, curiosity prevailed, because the “white shadow” is sacred and personal information, which only Selena herself could know about. On the surface of the planet – at least the puzzles, the source of the signal is not monitored, around the traces of the missing alien civilization, and on the road lies a corpse … the corpse of the main character, at the sight of which she catches a niera parish. Soon the location was decorated with another one, Selena took death from the clutches of the unfriendly fauna and …I woke up again on the ship, realizing that I got into an endless cycle.

I will not list all the works related to Vermana loop that have appeared over the past years, but I note that this topic fits perfectly into the framework.

And then the most interesting begins – we get the plot at an hour on a teaspoon and, moreover, according to the method of selected arthouse. Scattered and torn cut-scenes, audio magazines sounding like nonsense of crazy (not far from the truth) and letters of local aliens that we have to translate.

Such a pace of presentation, turns history into something viscous and unpleasant, like a resin. But in the case of this product specifically, this is the right solution. Remember this thesis and continue the story.

Cherry on the cake – gameplayed inserts in the first person, raising the level of surrealism to prohibitive values. In them we will explore two locations: the house of the main character (who appeared on this planet with some kind of horseradish) and the hospital. In addition, each will have a certain essence that pursues Selena and, as if, trying to say something to her. It is these places that the concentration of the arthouse and pressing atmosphere, similar in sensation with the films "Mayak" or "Witch".

At the same time, it is these segments that is one of the main opportunities to plunge into a local story and learn more about it more.

The good half of the hints of what is happening with our main character is also concentrated in them. In a vivid way / hint is a reference to King Sisyphus, who was still a cunning and twice selled from death, as well as his punishment. For a person curious and guessed, many spoilers have already sounded, but I do not intend to write them in open text.

And now the questions arise with me – why is the plot to be served just like that? In my opinion, the whole thing is his simplicity. If you remove the method of serving and mysterious cats, explaining everything in the forehead – we will get a hackneyed, simple and most importantly, boring plot created according to the patterns of the genre.

And in our case, such a presentation is associated with the very mechanics of the game and allows you to maximize the rehentry of such a genre. In the hope of finding out the next grain of information, it was not so bored to recall one and the same zone several times (all the more so that it would have to be done). Who are the aliens and where they disappeared, why some of them are still alive, but distorted how the cycle appeared, what happened in the past gg and why this “white shadow” is so important to it? In the moment, the story captures the interested player, makes him guess and think up, and also compare with other projects that is beneficial for the final product.

"Not the Golden" middle ..

And now a sudden turn for our analysis … Although I liked the plot and presentation, here they need them no more than in adult films! TOh, why is it here, and why resources and time were spent on its elaboration?

Everything is simple, of course, it is more interesting to play and he copes with this task by 110%, but this is not Hellblade, where the game could not exist as a work product without it. But, much more valuable assumption for analysis-AAA-Exclusive cannot be empty mechanics. And this game led to the denominator of the starting exclusives of Sony.

And since I am so sure of this, it means that the analysis of the gameplay will be a particularly detailed block of my blog:

1. Fundamentals

The game’s basis has the standard concept of the sidelines: the race from the location to the location, the gradual creation of its own build from the strengthening on the path of strengthening, pumping weapons, collecting consumables and zeroing in case of inglorious death, but the devil is hidden in details ..

The game seems to be bashfully trying to show that she is a sorogal not “for its own”, but “for everyone”. What does it mean? This means that the guys made a gloss: reduced the influence of the random (including sacrificing variety), intentionally underestimated the difficulty, pulled the conventions of the genre to a more acceptable form for a mass user. Do not think, for the average player – there is still a very painful nucleus, but the person is experienced, will quickly begin to rest against a boring rehearsal and ease of passage, which means the player skill directly affects the pace and impressions of the game.

For theoretical equalization, the chances of the https://bettingsitesnogamstop.co.uk/cricket/ chances of detailed training in full advice are attached, but this is also “just” how to be a playing game in the fighting playing just looking at the list of combinations.

The second indispensable ingredient of the Returnal cocktail is the notorious Bullet Hell: galaxy of shells, rings, lines, balls and other light -and -language effects that will tear your face. And so, you are no longer trying to kill the enemy with a dense wall of fire, and cosplay ne, dodging hundreds of shells! And here I swam, but Bullet Hell is the destiny of Indi, and the brain is very difficult to perceive this bright show in the framework of a serious and gloomy history ..

2. Development is the path to success

But so far we will return to filling the game itself – how its developers filled to facilitate the passage? In fact, almost a standard set:

2.1 artifacts – Local analogue of skills. They are based on a simple passive bonus (from +10% to weapon damage, +25% of protection, etc. D.), but there are also vital for a comfortable game – for example, a one -time resurrection without loss of progress.

2.2 consumables – Classic of the genre! You need to treat the hero, give him a shield, release an alien spike or slow down from the ground? You here! Not deprived of variety, but you will quickly understand that they are not equally useful in the battle of the battle (to choose … a big heel or shock wave from the jump, I don’t even know …)

2.3 parasites – The most interesting of all presented. Often, they give very powerful bonuses, but you have to pay no less powerful debafs, for example: a one -time resurrection, after which a strip of health will twice or a large increase in damage in instead of slowing down the rollback of the jump.

There are constant improvements of the costume that work throughout the game, but we get them only according to the plot. The same list includes the keys to penetrate this or that biom.

From a less significant in the context of a separate cycle: currency, stones of strengthening a strip of health and level of weapons (about this later).

But do not think that the whole of Chelenga fell under the combing of the gameplay: no one will allow you to permanently pump the character, preserve weapons or skills like Deathloop and even accumulate an ultimatical amount of ether (local non -combustible currency that is spent only on the road). Each time you start from scratch and this is laid down by the genre!

3. We study the area

Random generation … I love the smell of random generation in the morning … And here it is, and this is again the preset of the obligatory and varying rooms, of which consists of biom. And then there is a plug: for a full -fledged sling, there are simply not enough of them here, as well as the variety of enemies spitting on them. Moreover, no one will forbid you to run 70% of the rooms without killing adversaries. With this level of variety, it is not entirely clear what the game achieved, and perhaps the developers simply did not have enough resources for more? Or the game and did not want to be a real cuckold?

This is a double situation: on the one hand, less stuffy tendency, on the other-less reigent, especially since the main stories are only 5 pieces in the main company. In addition, this can play a cruel joke, because having run to the boss, you will find that the probability of grabbing without pumping increases significantly. As a result, everything will come to the fact that with experience you will find a middle ground between speed and pumping. Otherwise, some places will become too painful for you.

4. Getting ready to snap

Since we have a shooter here, I just have to pay a separate subsection to shoot. The arsenal does not give rise to imagination, but very diverse: from a pistol, to an acid guns – each shirt will find a barrel in his soul, especially since each behaves and feels different in different ways! For this, the developers have prepared whole sets of unlocked features (by the way, they also persist after death). So the variations of the machine can be both automatic and semi -automatic shooting, and the effect of the shot can either treat or inflict gradual damage, or send additional shells. In the dry residue, we get the necessary variety of bullets, which is pleasant and useful to juggle. But we still have alternative fire modes, a sort of ultimatical ability to introduce a lot of damage to one or more monsters. As in previous cases, diversity will be enough for you to the very end of the game.

In addition, there is a parameter of “weapons qualifications”, on which the level of weapons lying in chests and falling from especially fat opponents depends.

A special charm in the battle is brought by the mechanics of "adrenaline", with an increase in the level of which our avatar receives significant bonuses. Losing them is much easier than earning, it is enough for one missed dentist. This mechanics, in general, the game in the game – maintain the maximum level, is fun and useful: increased damage or expanded recharge window – often solve the outcome of the battle. “Blessed” objects obtained according to the plot are also given special dynamics: Sword and hook-cat. And if a close battle is needed for risky attack with huge damage and destruction of shields, then increased mobility is vital for survival in the conditions of total chaos in the arena (plus is always fun, doom and Necromunda will not let you lie).

Oh yes, the recharge window … Meet, well familiar to us by such games as Control, SW: Battlefront or Gears of War Quick Time Ivent! Click on time – reduce the time of reloading and get bonuses from pumping, miss – run, spin, do not fall under the projectile.

The tale of how Indi has turned into AAA ..

And now, we reached the pulp … to the main aspect of the game … Graphics! And I have something to say: on the one hand, it is insanely good: the picture is juicy, bright, color, and what the prostille-tags look like … it echoes the picture and the sound that is revealed in good headphones for the whole.

A pleasant bonus has become the performance and absence of any bugs for two races I have formed

However, as usual, there is a nuance! The design of locations painted a neural network … From the very beginning of the game, I did not leave that I had already seen all this and saw many times: deserts, temples from Kamenyuk in the forest, statues, etc. D. Aliens are ordinary hton, their cities are titanic game, monsters – from Andromeda textbooks.

There are more or less original representatives, there are many monsters in any way, but I did not notice something cool for myself.

And here, once again I got a question … how so, why is someone else so familiar? Someone was too lazy to think over original options for locations and monsters?

The most pleasant non-gen has become an aspect … DualSence. They worked with his chips for glory, so that the joystick makes a vibro-sound that is unique for each action or shot (I am seriously-vibration sounds differently). Here I have only positive emotions, but by this moment of my reasoning I already saw a pattern ..

Risk is an unnecessary matter ..

I realized that the developers were in a difficult situation, from which they got out of the best possible ways. Perhaps this is only my speculation, but I think they were faced with marketing conventions. The game is completely not comfortable in the framework of AAA-product. She tries, cuts off the “extra”, sews the “necessary”, turns a typical indie entertainment into a project for a mass user! And all this in order not to shame the title of starting exclusive.

Agree, not everyone likes the complexity of the trunk pants and, flaming from every sneezer, start passing from scratch. Solution – lower the complexity.

For a larger amount of content similar to classic representatives of the genre, but AAA-OBERT would require tremendous money. Solution – we will limit the variety of everything.

People do not like an empty action with one plot sheet 16 font? Solution – we will make a simple plot with a complex feed, references and atmosphere.

People do not come in pixel jerkvois on their 4K TVs?! We quickly slap quality graphics, but give a minimum of time to design (at least kill, but the design is maximum as possible).

We pour the whistles with 3D sound and vibrations on top, and then make a price tag 70 bucks!

Already here, I don’t get a subscription game, I would say goodbye to this project until significant discounts and that would be my main mistake. Do you know why?

We crap, but managed to remove the pants ..

Yes, the guys made mistakes and the price tag is only one of them. Yes, there are many shortcomings, kmk caused by pulling AAA-SOVA on the pungent. But for me, a non -trivial user with a large play, this is not just a game, but a werewolf! This is an example of how my favorite industry is able to survive and change depending on the laws of a market economy!

Moreover, there is an excellent core of mechanics, a cool picture, an intriguing plot that I want to know and, I will be honest, I got tired of Pixel Droechev, and this is a timid step towards the combination and feed combination and presentation. Looking at Returnal, I want to believe that soon we will be able to see more such works. Yes – it will be long, painful, expensive, but … have you not dreamed of a virtual farm, the script for which Trantino will write, and Cameron will put special effects? No?! Well … Me too, but seeing niche projects with the budgets of the AAA-IGR is cool! As always, there was a gamedeath! See you also!

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